Gaming machine

ABSTRACT

A gaming machine includes: a controller that performs game process for providing a game to a player, determines an acquired game medium when the player wins the game, and adds the acquired game medium to an owned game medium that is owned by the player, the acquired game medium being an amount of game medium to be paid out to the player in accordance with details of the win; a display that performs a game medium transfer display of transferring the acquired game medium to the owned game medium; and a display controller that controls the display to perform the game medium transfer display at one of a first transfer rate and a second transfer rate that is slower than the first transfer rate, in accordance with the acquired game medium.

CROSS-REFERENCE TO THE RELATED APPLICATION(S)

The present application is based upon and claims priority from prior Japanese Patent Application No. 2005-183013, filed on Jun. 23, 2005, the entire contents of which are incorporated herein by reference.

TECHNICAL FIELD

The present invention relates to a gaming machine. More specifically, the present invention relates to a gaming machine in which a player plays a game betting a game medium on the game and acquires a game medium corresponding to the game medium thus bet when the player wins the game.

BACKGROUND

In recent years, various gaming machines in which a plurality of players can play games played in casinos such as poker and baccarat have been developed to allow players to enjoy more casually. These gaming machines use, instead of game chips as used in casinos, a game medium (i.e., media as an embodiment of a game medium that is collected as a game entry fee or paid out as an award for winning a game). See JP-A-2004-130119 for an example of such gaming machine. When coins or medals are input, the gaming machine stores and starts to manage, as a credit value owned by the player (called “owned credit value”), a game medium corresponding to the number of input coins or medals. If the player wins a game, the gaming machine pays out an award by adding a game medium suitable for the details of the win to the owned credit value. The player can receive coins or medals anytime in exchange for all or part of the owned credit value by inputting a payout request.

In general, in the gaming machines, an owned credit value is displayed in a game screen to inform each player of the owned credit value. When a player of a gaming machine wins a game and acquires a certain amount of game medium, the gaming machine updates the display of the owned credit value by adding the acquired value and thereby informs the player of a new owned game medium.

In games played in actual casinos, when a player wins a game and acquires a large number of coins and chips, a large number of coins, for example, are moved on the game table from the dealer to the player in the forms of stacks of coins, whereby stacks of coins come to be arranged in front of the player. This scene would excite not only the player who won the game but also other players and people watching the game, and hence is an important factor of increasing the interest of the game. In particular, when a player attempts to bet a large amount of coins and chips on a game and won the game, a resulting movement of a large number of coins as an award would let the player feel joy of winning, a sense of accomplishment, and a sense of superiority over the other players, and hence is one of important events staged in games.

Incidentally, in conventional gaming machines, when a player acquires a game medium, an update of displaying the owned credit value is performed. However, this is always done in the same manner regardless of the magnitude of an acquired game medium. That is, even when a player acquires a large game medium corresponding to a large number of coins, an update of displaying the owned credit value is performed in the same manner as in the case of acquisition of an ordinary game medium.

However, where the update of displaying the owned credit value is always performed in the same manner regardless of the magnitude of an acquired game medium, each player cannot feel such joy and excitement as a player would feel when seeing a movement of a large number of coins in an actual game. Accordingly, it is difficult for each player to maintain eagerness to play and gaming machines do not hold sufficient interest for each player. A player who acquired a large amount of game medium tends to desire to have the other players know that fact or be proud of that fact. The conventional gaming machines cannot satisfy such a desire of the player.

SUMMARY

One of objects of the present invention is to provide a technique capable of increasing eagerness of a player to play a game by allowing the player to feel acquisition of a large number of game medium and to attract attention of other players to the player's acquisition of a large number of game medium.

According to one aspect of the invention, there is provided a gaming machine including: a controller that performs game process for providing a game to a player, determines an acquired game medium when the player wins the game, and adds the acquired game medium to an owned game medium that is owned by the player, the acquired game medium being an amount of game medium to be paid out to the player in accordance with details of the win; a display that performs a game medium transfer display of transferring the acquired game medium to the owned game medium; and a display controller that controls the display to perform the game medium transfer display at one of a first transfer rate and a second transfer rate that is slower than the first transfer rate, in accordance with the acquired game medium.

BRIEF DESCRIPTION OF THE DRAWINGS

In the accompanying drawings:

FIG. 1 is a perspective view showing an appearance of a gaming machine;

FIG. 2 is a perspective view of each of player terminals;

FIG. 3 is a block diagram of a control system of the gaming machine;

FIG. 4 is a perspective view of an example of an elevation mechanism;

FIG. 5 is a perspective view of a basic unit of another example of the elevation mechanism;

FIG. 6 is a perspective view of the elevation mechanism of FIG. 5;

FIG. 7 is a functional block diagram showing an exemplary configuration of a main control section;

FIG. 8 is a functional block diagram showing an exemplary configuration of each of the player terminals;

FIG. 9 is a functional block diagram of a microcomputer of each of the player terminals;

FIG. 10 is a flowchart showing an exemplary credit value transfer display process;

FIG. 11 shows an exemplary screen which is displayed on a liquid crystal display of each of the player terminals; and

FIGS. 12A-12E show series of display contents of an acquired credit value display region and an owned credit value display region.

DETAILED DESCRIPTION

Referring now to the accompanying drawings, there is shown an embodiment of the present invention.

1. Appearance of Gaming Machine

FIG. 1 shows an appearance of a gaming machine according to the embodiment. As shown in FIG. 1, the gaming machine 100 has a table section 102 in which player terminals 101 called satellites are arranged approximately in fan-like form and a panel section 103 that is installed behind the table section 102. In the example shown in FIG. 1, five player terminals 101 are arranged in fan-like form around the panel section 103.

The panel section 103 includes; a front display 104 that includes a display device such as a liquid crystal display device; speakers 105; lamps 106; and LEDs 107. The front display 104 informs all players who operate the respective player terminals 101 about information on the whole of a game in which the players join in. The front display 104 informs the players information such as a star timing of a bet-possible period, the end of betting, and winners and losers of a game, using an animation of a dealer 108.

FIG. 2 is an enlarged view of each of the player terminals 101. Each of the player terminals 101 will be described below with reference to FIG. 2. The player terminal 101 has, in the top surface, a liquid crystal display 201 for presenting information relating to a game to the player. The liquid crystal display 201 is covered with a transparent touch panel 202 and displays an input interface screen. A button group 203 consisting of plural buttons to be used by the player in playing a game, such as a PAYOUT button and a BET button, are disposed on the player side of the liquid crystal display 201. A coin insertion portion 204 through which the player inputs game medium media such as coins, medals, or chips (hereinafter simply referred to as “coins”) is disposed on the right of the button group 203. A bill insertion portion 205 through which the player inputs bills is disposed below the coin insertion portion 204. The coin insertion portion 204 is equipped with a coin sensor (not shown). When a coin is input to the coin insertion portion 204, a coin detection signal is output from the coin sensor to the player terminal 101. The bill insertion portion 205 is equipped with a bill sensor (not shown). When a bill is input to the bill insertion portion 205, a bill detection signal is output from the bill sensor to the player terminal 101.

The player terminal 101 is provided with a coin payout opening 206 on the front side at a low position. If the player depresses the PAYOUT button which is one of the buttons of the button group 203, coins corresponding to all or part of a player-owned credit value that is stored in the player terminal 101 are ejected through the coin payout opening 206 and the player can acquire those.

A bracket-shaped transparent acrylic panel 207 is disposed behind (i.e., on the panel-section-103-side) the liquid crystal display 201, and a solid model chips presenting section 208 is provided in an area that is surrounded by the transparent acrylic panel 207. The solid model chips presenting section 208 is composed of solid model chip stacks 209, a presenting section plate 211 that is formed with openings 210 through which the solid model chip stacks 209 project from inside to outside the player terminal 101 or retract so as to be placed inside the player terminal 101, and an elevation mechanism (described later) for elevating and lowering the solid model chip stacks 209.

Each of the solid model chip stacks 209 is a model of a stack of chips and is a resin mold, for example. Each solid model chips presenting section 208 may have plural solid model chip stacks 209 of different units. For example, there may be prepared a solid model chip stack that simulates a stack of chips each being worth one credit unit, a solid model chip stack that simulates a stack of chips each being worth 10 credit units, a solid model chip stack that simulates a stack of chips each being worth 100 credit units, etc.

The solid model chip stacks 209 are elevated or lowered by an elevation mechanism in accordance with the number of chips credited to the gaming machine 100 by the player who manipulates the player terminal 101 that is provided with the solid model chip stacks 209, that is, a player-owned credit value. Now assume that the player-owned credit value is “251,” for example. In this case, a solid model chip stack 209 that simulates a stack of chips each being worth one credit unit is elevated so as to project from the presenting section plate 211 by a length that is equal to the height of one chip, another solid model chip stack 209 that simulates a stack of chips each being worth 10 credit units is elevated so as to project from the presenting section plate 211 by a length that is equal to the height of five chips, and still another solid model chip stack 209 that simulates a stack of chips each being worth 100 credit units is elevated so as to project from the presenting section plate 211 by a length that is equal to the height of two chips.

Each player can recognize a player-owned credit value quickly and intuitively by visually checking the lengths of projection, from the presenting section plate 211, of solid model chip stacks 209. Furthermore, the player can feel as if actual chips were being added or removed right in front of him or her in an actual game.

FIG. 3 is a schematic block diagram showing the internal configuration of the gaming machine 100. The gaming machine 100 incorporates a main control section 301, which is composed of an information processing apparatus which runs game programs and peripheral devices. The main control section 301 is connected to each of the player terminals 101 so as to be able to perform a bidirectional communication with it. The main control section 301 receives, from each of the player terminals 101, information indicating the number of coins bet, a bet subject, etc. selected by each player, starts a game when predetermined conditions have been satisfied, determines winners and losers of the game, and informs the player terminals 101 of the results. According to the information received from the main control section 301, each of the player terminals 101 increases or decreases the credit value owned by the player. For example, if the player wins the game, the player terminal 101 adds a credit value corresponding to the number of acquired coins to the owned credit value according to the information received from the main control section 301 and stores a resulting owned credit value. On the other hand, if the player loses the game, the player terminal 101 subtracts a credit value corresponding to the number of coins bet from the owned credit value according to the information received from the main control section 301 and stores a resulting owned credit value.

The main control section 301 also performs output of an image signal to be displayed on the front display 104, drive controls on the lamps 106 and the LEDs 107, and a drive control on the speakers 105.

An elevation mechanism 302 and a light source section 303 are connected to each of the player terminals 101.

The elevation mechanism 302 is a means for elevating and lowering the solid model chip stacks 209. Although the elevation mechanism 302 in this embodiment employs a stepping motor as a source of elevation/lowering power, an ordinary motor or an actuator may be used in combination with a position control mechanism.

An exemplary structure of the elevation mechanism 302 will be described below with reference to FIG. 4.

The elevation mechanism 302 shown in FIG. 4 has a rotary drive shaft 402 which is attached to a stepping motor 401, contact members 4031-4035 which are fixed to the rotary drive shaft 402 and rotate as the rotary drive shaft 402 is rotated, arms 4051-4055 which are rotatably attached to a support shaft 404 in such a manner that their one ends can come into contact with contact surfaces 4031P-4035P of the contact members 4031-4035, and tables 4061-4065 which are attached to the other ends of the arms 4051-4055. The solid model chip stacks 209 are fixedly mounted on the top surfaces of the tables 4061-4065. Guided by the slide rails 407, the tables 4061-4065 are restricted in motion so that the solid model chip stacks 209 pass through the openings 210 correctly.

In the example of FIG. 4, five kinds of solid model chip stacks 209 are elevated and lowered. And the five contact members 4031-4035, the five contact surfaces 4031P-4035P, the five arms 4051-4055, and the five tables 4061-4065 are provided. Although the suffixes are used to discriminate between the five members or surfaces, if no such discrimination is necessary the suffixes will be omitted and notations “contact members 403,” “contact surfaces 403P,” “arms 405,” and “tables 406” will be used.

Next, the operation of the elevation mechanism 302 of FIG. 4 will be described.

The contact members 403 rotate as the stepping motor 401 being driven by the player terminal 101 rotates the rotary drive shaft 402. As the rotation of the contact members 403 continues, the contact surfaces 403 come to contact the one ends of the arms 405. In this example, the contact surface 4035F contacts the one end of the arm 4055 earliest and then the contact surfaces 4034P, 4033P, 4032P, and 4031P contact the one ends of the arms 4054-4051 in this order.

When a contact surface 403P is rotated further after contacting the one end of the associated arm 405, the contact surface 403P pushes down the one end of the arm 405.

When the one end is pushed down, the arm 405 is rotated about the support shaft 404 and the other end is lifted up. As a result, the table 406 which is fixed to the other end of the arm 405 is also lifted up together with the solid model chip stack 209 mounted thereon. In this manner, all or part of the solid model chip stack 209 can pass through the opening 210 and project (appear) from the presenting section plate 211 in accordance with an angle of rotation, by the stepping motor 401, of the rotary drive shaft 402.

It is also possible to cause all or part of a projected (exposed) portion of a solid model chip stack 209 to retract so as to be placed under the presenting section plate 211 by rotating the stepping motor 401 in the reverse direction.

In the exemplary structure of FIG. 4, the 4031-4035 are shaped so that the contact surfaces 4031P-4035P contact the one ends of the respective arms 4051-4055 at different timings. Therefore, the rightmost solid model chip stacks 209 start to rise earliest and then the remaining solid model chip stacks 209 start to rise in order (i.e., from right to left). By utilizing this property, owned credit values in such a wide range as 1 to 100,000 credit units can be expressed by projection lengths of the solid model chip stacks 209. For this purpose, for example, the colors or shapes of the solid model chip stacks 209 are varied in such a manner that the value of each chip of the rightmost solid model chip stacks 209 is set lowest and the value of each chip of the pairs of solid model chip stacks 209 increases as the position goes leftward (e.g., the value of each chip of the pairs of solid model chip stacks 209 is set at one credit unit, five credit units, 10 credit units, 100 credit units, and 1,000 credit units in order (i.e., from right to left)).

FIGS. 5 and 6 show another exemplary structure of the elevation mechanism 302. FIG. 5 is a perspective view of a basic unit of another exemplary structure of the elevation mechanism 302. One elevation mechanism 302 is formed by plural basic units of FIG. 5.

In the basic unit of the elevation mechanism 302, a table 503 is attached to a rotary drive shaft 502 which is rotationally driven by a stepping motor 501.

As in the above example, a solid model chip stack 209 is mounted on the table 503. In the example of FIG. 5, one solid model chip stack 209 is formed by bonding two (right and left) hollow semicylinders to each other. One hollow semicylinder which has not been bonded to the other yet is shown in FIG. 5. As in the above example, the solid model chip stack 209 is elevated or lowered so as to project or retreat through the opening 210 of the presenting section plate 211 (not shown in FIG. 5).

A nut 504 is fixed to the bottom surface of the table 503. The outer circumferential surface of the rotary drive shaft 502 is formed with a thread ridge and groove (not shown), whereby the nut 504 and the rotary drive shaft 502 are threadedly engaged with each other.

The table 503 is restricted in motion so as not to rotate as the rotary drive shaft 502 is rotated. For example, as in the above example, rotation of the table 503 may be prevented by a guide rail (a vertical movement is not prevented). Alternatively, rotation of the table 503 may be prevented by bringing the table 503 in sliding contact with an inner wall or the like of the gaming machine 100 (a vertical movement is not prevented).

Because of the threaded engagement, the table 503 is advanced or retreated by rotating the rotary drive shaft 502. That is, the elevation/lowering of the table 503 and hence the solid model chip stack 209 mounted thereon can be controlled by controlling the rotational driving by the stepping motor 501.

FIG. 6 is a perspective view of an exemplary elevation mechanism 302 which is formed by plural basic units described above. This elevation mechanism 302 is formed by an array of five basic units each being mounted with one solid model chip stack 209 and another array of five basic units each being mounted with one solid model chip stack 209. Since each basic unit has the stepping motor 501, the solid model chip stacks 209 of the respective basic units can be elevation/lowering-controlled independently of each other.

Therefore, where the elevation mechanism 302 having this structure is used, the elevation/lowering of the solid model chip stacks 209 can be used not only for the indication of an owned credit value but also for other purposes. For example, when the player of the terminal apparatus 101 has had a big win, the elevation mechanism 302 can operate to stage an event that the solid model chip stacks 209 are elevated and lowered so as to be waved from right to left or left to right.

Returning to FIG. 3, the general configuration of the gaming machine 100 will be continued.

Connected to the light source section 303, each of the player terminals 101 controls the light-emitting operation of the light source section 303. The light source section 303 is a circuit having a light-emitting source such as plural LEDs and functions as a light source capable of switching among different colors (e.g., red, blue, green, and white) and varying the luminance. The light emitted from the light source section 303 is guided by the acrylic panel 207 and output to such a direction as to be seen by a person located outside the gaming machine too, in particular, the player.

2. Exemplary Configuration of Main Control Section

Next, an exemplary configuration of the main control section 301 will be described with reference to FIG. 7. FIG. 7 is a block diagram, centered by the main control section 101, of the gaming machine 100.

Basically, the main control section 301 has, as a core component, a microcomputer 705 that includes: a CPU 701; a RAM 702; a ROM 703; and a bus 704 for data transfer. The ROM 703 and the RAM 702 are connected to the CPU 701 via the bus 704. Various programs and data tables that are necessary for performing various kinds of processing to control the gaming machine 100 are stored in the ROM 703. The RAM 703 is a memory for temporarily storing various data produced through computation of the CPU 701.

The microcomputer 705, more specifically, the CPU 701, is connected to an image processing circuit 707 via an I/O interface 706. The image processing circuit 707 is connected to the front display 104 and controls the driving of the front display 104.

The image processing circuit 707 includes a program ROM, an image ROM, an image control CPU, a work RAM, a VDP (video display processor), and a video RAM. An image control program relating to the display of the front display 104 and various selection tables are stored in the program ROM. Dot data for formation of an image such as dot data to be used in forming an image on the front display 104 are stored in the image ROM. The image control CPU determines an image to be displayed on the front display 104 by selecting from the dot data stored in the image ROM in advance according to parameters set by the CPU 701 and the image control program stored in the program ROM in advance. The work RAM is a temporary storage unit which is used when the image control CPU runs the image control program. The VDP generates image data for a display content determined by the image control CPU and outputs the generated image data to the front display 104. The video RAM is a temporary storage unit which is used when the VDP forms an image.

The microcomputer 705, more specifically, the CPU 701, is also connected to the speakers 105 via an audio circuit 708. The speakers 105 generate various sound effects and BGM on the basis of output signals of the audio circuit 708.

The microcomputer 705, more specifically, the CPU 701, is also connected to the lamps 106 and the LEDs 107 via a lamp drive circuit 709. Large numbers of lamps 106 and LEDs 107 are disposed on the front side of the gaming machine 100, and are lighting-controlled by the lamp drive circuit 709 on the basis of drive signals from the CPU 701 in staging various events.

The microcomputer 705, more specifically, the CPU 701, is further connected to the player terminals 101, whereby a bidirectional communication can be performed between the CPU 701 and each of the player terminals 101. The CPU 701 can exchange instructions, requests, etc. with each of the player terminals 101, and the main control section 301 and each of the player terminals 101 cooperate to perform a game progress control.

3. Exemplary Configuration of Player Terminal

Next, an exemplary configuration of each of the player terminals 101 will be described with reference to FIG. 8. FIG. 8 is a functional block diagram showing the control system of each of the player terminals 101.

Each of the player terminals 101 is provided with, as a core component, a microcomputer 805 including a CPU 801, a RAM 802, a ROM 803, and a bus 804 for data transfer between them. The ROM 803 and the RAM 802 are connected to the CPU 801 via the bus 804. Various programs and data tables that are necessary for performing various kinds of processing to control the player terminal 101, for example, an operation control on the elevation mechanism 302 and a turning-on/off control on the light source section 303, are stored in the ROM 803. The RAM 803 is a memory for temporarily storing various kinds of data produced through computation of the CPU 801.

The microcomputer 805, more specifically, the CPU 801, is connected to a liquid crystal panel drive circuit 807 via an I/O interface 806. The liquid crystal panel drive circuit 807 is connected to the liquid crystal display 201 and controls the driving of the liquid crystal display 201.

The microcomputer 805, more specifically, the CPU 801, is also connected to a touch panel drive circuit 808 via the I/O interface 806. The touch panel drive circuit 808 outputs coordinate data indicating a contact position on the touch panel 202.

The microcomputer 805, more specifically, the CPU 801, is also connected to a hopper 814 via a hopper drive circuit 809. When a drive signal is supplied from the CPU 801 to the hopper drive circuit 809, the hopper 814 pays out a predetermined number of coins through the coin payout opening 206. A coin detection section 815 is connected to the CPU 801 via a payout completion signal circuit 810. The coin detection section 815 is disposed inside the coin payout opening 206. When detecting that a predetermined number of coins have been paid out through the coin payout opening 206, the coin detection section 815 outputs a coin payout detection signal to the payout completion signal circuit 810. The payout completion signal circuit 810 outputs a payout completion signal to the CPU 801 on the basis of the received coin payout detection signal.

The microcomputer 805, more specifically, the CPU 801, is further connected to a motor drive circuit 811 for rotationally driving the stepping motor 401 (or stepping motors 501) to drive the elevation mechanism 302. A motor drive signal(s) is supplied from the CPU 801 to the motor drive circuit 811, whereby the stepping motor 401 (or stepping motors 501) is rotationally driven by the motor drive circuit 811. As a result, the elevation mechanism 302 operates to elevate or lower the solid model chip stacks 209.

The microcomputer 805, more specifically, the CPU 801, is further connected to an LED drive circuit 812 for driving the light source section 303. In this embodiment, the light source section 303 is composed of plural LEDs and the LED drive circuit 812 supplies, according to drive instructions from the CPU 801, drive power to LEDs as subjects of the drive instructions among all the LEDs. As a result, a turning-on/off control on the LEDs can be performed in desired form under the control of the CPU 801.

In the embodiment, the light source section 303 is composed of five red LEDs, five blue LEDs, and five white LEDs. The LED drive circuit 812 is a circuit capable of supplying power selectively to the set of five red LEDs, the set of five blue LEDs, and the set of five white LEDs so as to turn on/off the sets of LEDs independently.

The microcomputer 805, more specifically, the CPU 801, is still further connected to the main control section 301 via a communication interface 813, whereby a bidirectional communication can be performed between the CPU 801 and the main control section 301. The CPU 801 can exchange instructions, requests, data, etc. with the main control section 301 via the communication interface 813, and the main control section 301 and the player terminal 101 cooperate to perform a game progress control.

FIG. 9 is a block diagram for description of the functions of the microcomputer 805 of each of the player terminals 101 and is a functional block diagram mainly relating to display processing.

The microcomputer 805 (controller) has a terminal-side game control section 901, a credit value display control section 902 that serves as a display controller, an acquired credit value storage section 903, and an owned credit value storage section 904.

The terminal-side game control section 901 receives inputs from the player via the touch panel drive circuit 808 and the button group 203, and informs the main control section 301 of the received inputs of the player. These inputs include a bet subject (e.g., “banker,” “player,” or “tie”) and the number of coins bet.

The credit value display control section 902 controls the liquid crystal panel drive circuit 807 to display an owned credit value on the liquid crystal display 201 of the player terminal 101. The owned credit value is a credit value that is the sum of game mediums owned in the player terminal 101 concerned by the player who is using the player terminal 101.

The credit value display control section 902 displays an operation that an acquired credit value that is a game medium acquired when, for example, the player has won a game is being added to the owned credit value, and also displays a resulting owned credit value. This processing will be called “credit value transfer display processing” (game medium transfer display). In the credit value transfer display processing, the credit value display control section 902 (display controller) performs a subtraction display that an acquired credit value decreases gradually and also performs, in link with the subtraction display, an addition display that the owned credit value increases gradually. The credit value display control section 902 finishes the credit value transfer display processing when the acquired credit value (acquired game medium) becomes zero or the owned credit value (owned game medium) reaches the final value.

The acquired credit value storage section 903 stores an acquired credit value that is communicated to the terminal-side game control section 901 from the main control section 301. The acquired credit value is cleared to zero upon completion of credit value transfer display processing and kept at zero until a new acquired credit value is communicated to the terminal-side game control section 901 from the main control section 301.

The owned credit value storage section 904 has a function of storing an owned credit value. The owned credit value increases when an acquired credit value is added to it or the player inputs coins or bills. On the other hand, the owned credit value decreases when the player lays a bet or causes a payout by manipulating the PAYOUT button. Such increase or decrease is caused by the terminal-side game control section 901's performing a calculation. The terminal-side game control section 901 updates related data when necessary so that an increased or decreased owned credit value is stored in the owned credit value storage section 904.

Next, an exemplary operation of the credit value display control section 902 will be described with reference to FIG. 10. FIG. 10 is a flowchart showing an exemplary credit value transfer display process which is executed by the credit value display control section 902.

First, upon a start of the credit value transfer display process, at step S1001, the credit value display control section 902 refers to an acquired credit value stored in the acquired credit value storage section 903. At step S1002, the credit value display control section 902 determines whether the stored acquired credit value is greater than a predetermined value. The predetermined value may be previously set to a minimum number (which is a large number in itself) of acquired coins of which the player can be proud, and is set at 20,000 in this embodiment.

When determined at step S1002 that the acquired credit value is smaller than or equal to the predetermined value (S1002: no), at step S1003 the credit value display control section 902 determines whether the player has selected “winning ride.” The term “winning ride” means that an acquired credit value is used as it is as a bet amount for the next game. In this case, even if the acquired credit value is greater than an upper limit bet amount (MAX BET), the terminal-side game control section 901 and the main control section 301 accept, as a proper bet amount, the bet amount that is equal to the acquired credit value and continue the game. “Winning ride” can be selected consecutively. Therefore, the player may be able to acquire a large number of coins utilizing the “winning ride” function. Although this embodiment is directed to the gaming machine 100 which employs the “winning ride” function as part of the game, the invention is not limited to such a case.

When determined at step S1003 that “winning ride” is selected (S1003: yes), at step S1004 the terminal-side game control section 901 employs the acquired credit value as a bet amount. On the other hand, the credit value display control section 902 does not perform a display control and finishes the credit value transfer display process.

On the other hand, when determined at step S1003 that “winning ride” is not selected (S1003: no), at step S1005 the credit value display control section 902 sets, at an ordinary value, a transfer rate value which is a parameter that determines a variation rate of a credit value addition display (described above). The transfer rate value is a time taken by a display of addition of one credit unit, and is equal to 0.01 sec/credit unit, for example. If this transfer rate value is employed, the time required for a transfer display of 10,000 credit units (10,000 credit units is added to the owned credit value) is calculated as 10,000×0.01 100 sec.

After the transfer rate value is set at step S1005, at step S1007 the credit value display control section 902 performs an update of displaying the owned credit value on the basis of the transfer rate value that is set at the ordinary value.

On the other hand, when determined at step 1002 that the acquired credit value is greater than the predetermined value (S1002; yes), at step S1006 the credit value display control section 902 sets the transfer rate value at a low-rate value, which is greater than the ordinary value and is equal to 0.02 sec/credit unit, for example.

After the transfer rate value is set at step S1006, at step S1007, the credit value display control section 902 performs an update of displaying the owned credit value on the basis of the transfer rate value that is set at the low-rate value.

An example will be described below. When the acquired credit value is 20,000 which is equal to the predetermined value, the transfer rate value is set at the ordinary value and the time required for a transfer display is calculated as 20,000 credit units×0.01 sec/credit unit=200 sec. On the other hand, when the acquired credit value is 20,001 which is greater than the predetermined value, the transfer rate value is set at the low-rate value and the time required for a transfer display is calculated as 20,001 (credit units)×0.02 (sec/credit unit) nearly equals to 400 (sec). That is, when the player has acquired a large number of coins that are more than a number corresponding to the predetermined value, the rate of a credit value transfer display is made different from (i.e., lower than) the ordinary rate, which makes it possible attract attention of other players to the acquisition of the large game medium. The player who has acquired the large game medium would feel a sense of accomplishment and a sense of superiority over the other players and would thereby feel satisfaction.

4. Exemplary Screen

Next, an exemplary screen of the gaming machine 100 will be described.

FIG. 11 shows an exemplary screen which is displayed on the liquid crystal display 201 of each of the player terminals 101. The exemplary screen of FIG. 11 is a main bet screen. The player performs various manipulations for advancing a game using this screen as an input interface, that is, by touching the touch panel 202 which is mounted on the front surface of the liquid is crystal display 201.

A game result table region 1101, which occupies a top portion of the screen, is a region for displaying past game results (“tie,” “banker,” or “player”). Looking at the contents of the region 1101, the player can predict a result of the next game.

Area buttons 1102 corresponding to the three respective bet subjects “tie,” “banker,” or “player” are displayed on the bottom-left of the game result region 1101. The player can select and input a bet subject by touching one of the three area buttons 1102.

Bet factors are displayed on the right of the respective area buttons 1102. If a game result coincides with a bet subject selected by the player, that is, if the player wins a game, the player acquires a credit value that is a game medium (the number of coins) bet by the player multiplied by the bet factor.

A chip display region 1103 is provided on the right of the bet factors. An image of chips corresponding to a game medium (the number of coins) bet by the player is displayed in the chip display region 1103 to cause the player to feel as if the player were playing an actual game.

A plurality of bet buttons 1104 are displayed under the chip display region 1103. The player can input a desired bet value by touching the bet buttons 1104 as appropriate. In this exemplary screen, values “1,” “5,” “10,” “25,” and “100” are set for the respective bet buttons 1104. When the player-touches one of the bet buttons 1104, a game medium (the number of coins) corresponding to the value set for the touched bet button 1104 is added to the bet value.

An acquired credit value display region 1105 and an owned credit value display region 1106 are provided below the bet buttons 1104. Values stored in the acquired credit value storage section 903 and the owned credit value storage section 904 are displayed in the acquired credit value display region 1105 and the owned credit value display region 1106, respectively. In this embodiment, the update of displaying the credit value (step 31007) of the credit value transfer display processing is performed by varying the numbers displayed in the acquired credit value display region 1105 and the owned credit value display region 1106.

FIG. 12 is enlarged views of the acquired credit value display region 1105 and the owned credit value display region 1106. FIG. 12A shows display contents of the acquired credit value display region 1105 and the owned credit value display region 1106 immediately before the start of a variation display. Then, the display contents of the acquired credit value display region 1105 and the owned credit value display region 1106 vary with time as shown in FIGS. 12B-12D. FIG. 12E shows a state that follows the state of FIG. 12D and in which the variation display has finished. That is, FIG. 12E shows display contents of the acquired credit value display region 1105 and the owned credit value display region 1106 at the end of the credit value transfer display processing. A downward arrow shown in FIGS. 12A-12E represents that a variation display is being done in which drums whose outer circumferential surfaces have numerals 0-9 are rotating. As described above, the time of this variation display, that is, the time in which the displays of FIGS. 12A-12E are performed, is determined by the transfer rate value which depends on whether the acquired credit value is greater than the predetermined value. In this embodiment, if the acquired credit value is greater than the predetermined value, the transfer rate value is set at the low-rate value that is greater than the value for the other case and hence the variation display lasts for a longer time. This provides the above-described advantages of the invention.

5. Modifications and Other Features

(1) An additional condition for setting the transfer rate value at the low-rate value (step S1006) may be employed. For example, the embodiment may be modified so that the credit value display control section 902 additionally determines whether a condition that the player has won plural consecutive games or that the bet amount is larger than or equal to a predetermined value is satisfied.

(2) Although in the above embodiment a credit value variation display (step 51007) is made on the liquid crystal display 201 of the player terminal 101, it may be made on the front display 104. In the latter case, the embodiment is modified so that the microcomputer 705 of the main control section 301 functions as the credit value display control section 902. This configuration makes it possible to more easily attract attention of other players to acquisition of a large number of coins and to more increase each player's eagerness to play.

(3) In the above embodiment, the main control section 301 and the player terminals 101 are accommodated in the one gaming machine 100. However, the invention may be implemented as the following gaming system. The main control section 301 is modified into a game server and the player terminals 101 are modified into game terminals capable of communicating with the game server. The game server is connected to the game terminals via a communication network in such a manner that the game server is away from the game terminals or the game terminals are away from each other.

(4) Although in the above embodiment the change of the transfer rate value itself is controlled, the invention holds even if the transfer rate is changed in any other methods as long as the player can recognize a change in transfer rate. For example, credit value variation display processing (step S1007) may be performed in the following manner. Arrangements are made so that one of an ordinary time (e.g., 3 sec) and a long time (e.g., 10 sec) can be chosen as a time from the start to the end of a variation display. The credit value variation display control section 902 performs credit value variation display processing (step S1007) by choosing one of the ordinary time and the long time depending on whether a predetermined condition (e.g., an acquired credit value is greater than a predetermined value) is satisfied.

As described in the above with reference to the embodiment, there is provided a gaming machine including a controller that performs game process for providing a game to a player, determines an acquired game medium (acquired credit value) when the player wins the game, and adds the acquired game medium to an owned game medium (owned credit value) that is owned by the player, the acquired game medium being an amount of game medium to be paid out to the player in accordance with details of the win.

The gaming machine includes: a display (e.g., a liquid crystal display) that performs a game medium transfer display of transferring the acquired game medium to the owned game medium; and a display controller (e.g., a microcomputer and a credit value display control section) that controls the display to perform the game medium transfer display at one of a first transfer rate and a second transfer rate that is slower than the first transfer rate, in accordance with the acquired game medium.

When a player acquires a game medium that is larger than a predetermined value, the gaming machine can inform the player and/or other players about the fact of acquisition of the large game medium for a longer time.

In the above gaming machine, the display controller may control the display to perform the game medium transfer display at the second transfer rate when an amount of the acquired game medium-satisfies a predetermined condition and the player wins a predetermined number of games consecutively.

In the above gaming machine, the display controller may control the display to perform the game medium transfer display at the second transfer rate when an amount of the acquired game medium satisfies a predetermined condition and a game medium bet on the game by the player satisfies a predetermined condition.

In the above gaming machine, the display may be disposed at a position (e.g., a front display) where visible by a plurality of players who participate in the game.

The gaming machine configured above can inform not only the player who has acquired a large game medium but also the other players who are playing games with the former player about the fact of acquisition of the large game medium for a longer time, and to thereby further increase the satisfaction of the player who has acquired the large game medium.

The foregoing description of the embodiment has been presented for purposes of illustration and description. It is not intended to be exhaustive or to limit the invention to the precise form disclosed, and modifications and variations are possible in light of the above teachings or may be acquired from practice of the invention. The embodiment was chosen and described in order to explain the principles of the invention and its practical application to enable those skilled in the art to utilize the invention in various embodiments and with various modifications as are suited to the particular use contemplated. It is intended that the scope of the invention be defined by the claims appended hereto, and their equivalents. 

1. A gaming machine comprising: a controller that performs game process for providing a game to a player, determines an acquired game medium when the player wins the game, and adds the acquired game medium to an owned game medium that is owned by the player, the acquired game medium being an amount of game medium to be paid out to the player in accordance with details of the win; a display that performs a game medium transfer display of transferring the acquired game medium to the owned game medium; and a display controller that controls the display to perform the game medium transfer display at one of a first transfer rate and a second transfer rate that is slower than the first transfer rate, in accordance with the acquired game medium.
 2. The gaming machine according to claim 1, wherein the display controller controls the display to perform the game medium transfer display at the second transfer rate when an amount of the acquired game medium satisfies a predetermined condition and the player wins a predetermined number of games consecutively.
 3. The gaming machine according to claim 1, wherein the display controller controls the display to perform the game medium transfer display at the second transfer rate when an amount of the acquired game medium satisfies a predetermined condition and a game medium bet on the game by the player satisfies a predetermined condition.
 4. The gaming machine according to claim 1, wherein the display is disposed at a position where visible by a plurality of players who participate in the game.
 5. The gaming machine according to claim 1, wherein the display controller controls the display to perform the game medium transfer display by displaying an amount of the acquired game medium being gradually decreased while displaying an amount of the owned game medium being gradually increased. 